Minecraft Powder snow should spawn on top of ravines and caves in snow-covered biomes. |
- Powder snow should spawn on top of ravines and caves in snow-covered biomes.
- A new arrow type: the Phantom Arrow
- Make TNT ignitable by fireworks
- Copper Pressure Plates that oxidize for longer signals once de-pressed.
- Cactus items won't be destroyed by cactus
- Fortune Cookies
- Wandering Trader Rework Suggestion
- Make it possible to use the glow ink on carpets
- Drying Sponge Using Cauldrons
- Copper oxidation and redstone comparaters
- Elevated Deepslate Regions in the new Mountains due to Geological Activity
- Health/bossbar for the ocean monument
- Some Improvements for Villager Communication
- When customising a superflat world, there should be an easier way to add desired block layers more easily.
- With 1.17 can we please get concrete/terracotta stairs, slabs and walls
- Music Disk For Each Biome
- Can minecarts be updated in 1.17?
- New end biome: Crystal deserts | Part 3: Mobs
- Charred Dripleaf (with concept texture)
- Void Potions
- More Copper Items.
- Make tridents more durable
- Replacing the phantoms with a unique ground mob
Powder snow should spawn on top of ravines and caves in snow-covered biomes. Posted: 16 Mar 2021 12:00 PM PDT image example: https://i.imgur.com/ADoVq8G.png The snow would probably be ~2-3 blocks thick in order to give the players a chance to get out with quick thinking. I don't know what the devs have planned for 1.17, but I think that this would add another layer of adventure in the game. In the bedrock version of the game powder snow spawns in the new mountain biomes, but it doesn't actually do much. It's only 1 layer thick and spawns high enough up that you could just avoid it. I remember during minecon this year that other one of their fundamental values as creators that players should always be able to avoid tragedy in game, and I feel like this would fit in perfectly. It would force the players to use leather boots on mountains, rather than it just being an inconvenience not to. Altogether, I feel like this would be a good addition to the game in order to give use to the new Powder Snow block. https://feedback.minecraft.net/hc/en-us/community/posts/360077467112-Powder-snow-should-spawn-on-top-of-ravines-and-caves-in-snow-covered-biomes <- minecraft feeback page Edit: based on feedback, I propose a new change to this mechanic In real life, caves are room temperature year round. Thus, to save players from an untimely death, ravines and cracks that spawn like this should lead to the underwater caves only, similar to how an aquifer is made irl. [link] [comments] | ||
A new arrow type: the Phantom Arrow Posted: 16 Mar 2021 07:12 AM PDT Using a phantom membrane and 8 arrows, you can make 8 Phantom Arrows. These pass through shields, but only deal half the damage of normal arrows and zero knockback, even if shot from a punch bow. This would provide another use for the extremely useless phantom, and ranged counter-play to shields. [link] [comments] | ||
Make TNT ignitable by fireworks Posted: 16 Mar 2021 10:13 AM PDT Fireworks explode. Sure, they don't destroy blocks, but they should be able to ignite TNT. I really see no reason for them not to be able to do so. [link] [comments] | ||
Copper Pressure Plates that oxidize for longer signals once de-pressed. Posted: 15 Mar 2021 09:30 PM PDT I propose an idea for a redstone component that would take advantage of Copper Oxidation. When an entity pressing a Pressure Plate is removed from said Pressure Plate, the signal only lasts for 1 second before turning off. What if we had a way to make that signal last a little bit longer when we stepped off of it? Copper Pressure Plates would stay pressed down for 2 seconds instead of 1. But over time, just like all Copper blocks, it will weather and oxidize, and as a result, start getting kinda stuck. Lightly Weathered Copper Pressure Plates would stay pressed for 3 seconds. Simi-Weathered Copper Pressure Plates would be 4 seconds. Weathered Copper Pressure Plates would be 5 seconds. The numbers could be tweaked but you get the idea. The more oxidized the Copper Pressure Plate is, the longer the signal will stay on once the entity is removed from it. And of course you could wax them to preserve their state. Perhaps the same mechanics could also apply if a Copper Button were to be added. I did search to see if this idea had been posted before. The concept of Copper Pressure Plates has, but I only found (very few) examples of "Only detects players" and one that detects "how much armor you have" [link] [comments] | ||
Cactus items won't be destroyed by cactus Posted: 16 Mar 2021 09:17 AM PDT It is incredibly annoying to have to destroy the whole cactus so that no items get lost. This should be fixed by having cactus be immune to cactus (and maybe by adding a ImmuneToCactus tag so that datapacks can make certain items immune to cacti too). [link] [comments] | ||
Posted: 16 Mar 2021 01:45 AM PDT So combining a cookie and a name tag (or anything else? pls suggest) in crafting would make a fortune cookie and that would give you a random level of Luck (1-3), or Bad Luck (1-3). That would make a useful (and legit) way of getting the Luck/Bad Luck effect into cheatless Survival, and also become a much proper reason to craft cookies. (Since almost no one crafts cookies in survival lol) [link] [comments] | ||
Wandering Trader Rework Suggestion Posted: 16 Mar 2021 02:17 AM PDT I am certainly not the only person in the world who doesn't see the need for wandering traders. This is why I am suggesting a rework for the mob. Spawn rates I suggest that it's spawn rates are lowered in most places, but amplified in villages (the rates will scale up with the amount of villagers similar to the way iron golems' spawn rates do). Level system I also suggest a level system (which would work essentially the same way as a villager's). This wouldn't be for individual traders, but for all wandering traders - this means that it would take quite a few trades to level up. Level 1 This would contain the more 'useless' trades like saplings, grass, ferns and podzol. Level 2 This would unlock the better trades the mob already has (such as blue ice and nautilus shells).. Level 3 This slot would unlock 2 potion slots. One would be a randomised potion, and another would always be available- the saturation potion. This effect is only available through suspicious stew currently, but could add a new exclusive reason to trade with Wandering traders. Level 4 On this final level, the trader would offer a new exclusive armour piece- The Trader's Tunic. This would look like the wandering trader's clothing, but modified to fit a standard player model. This would have a weak armour rating and would not be able to get enchanted with anything other than unbreaking or mending. It's effect, however, would be to make the player invisible for 2 hours before and after midnight. Final Mechanic - Restocking The trader would be able to mingle with villagers and provide them with more stock. This could also slightly lower the price of villager's goods. Thanks for reading, all. Feel free to discuss in the comments. [link] [comments] | ||
Make it possible to use the glow ink on carpets Posted: 16 Mar 2021 11:31 AM PDT This would be very useful to spawn proof places where is too ugly to put torches. And I know you can put glowstone under carpets but it would be another use to the glow ink and much more productive. [link] [comments] | ||
Posted: 16 Mar 2021 05:19 AM PDT When you right click into a cauldron with a wet sponge in your hand it should dry it and increase the water level of the cauldron by one. [link] [comments] | ||
Copper oxidation and redstone comparaters Posted: 16 Mar 2021 07:37 AM PDT I think that it'd be a cool and useful idea for comparators to detect how oxidized copper blocks are (of any kind) and output a redstone signal that will be more powerful the more oxidized the copper is. This would make a lot of new redstone machines possible and overall make the game more of a sandbox IMO. [link] [comments] | ||
Elevated Deepslate Regions in the new Mountains due to Geological Activity Posted: 16 Mar 2021 08:38 AM PDT I'd like to suggest a new layer of Deepslate, specifically in the mountains. (TL;DR in BOLD) What I'd love to see is a higher layer of caves in the new mountains, since the geological activity pushed up the earth below it. The same Deepslate blocks can be used. How it can be done is either allowing Deepslate regions to generate higher in the mountains OR make tiny blobs of Deepslate generate within the mountains.
I chose 256 as a set value since it used to be the max world height, and it being the difference between ground/sky level. I thank you for reading my idea all the way through and I hope you think it's a good idea! [link] [comments] | ||
Health/bossbar for the ocean monument Posted: 16 Mar 2021 08:33 AM PDT Raids have simillar bossbar that shows the amount of raiders left. I think something similar could work in Ocean monuments. [link] [comments] | ||
Some Improvements for Villager Communication Posted: 16 Mar 2021 12:50 PM PDT
These suggestions will probably reduce villager cruelty and make them more realistic and fun. [link] [comments] | ||
Posted: 16 Mar 2021 11:28 AM PDT Instead of using the (to my opinion) confusing presets, there should be a new interface similar to the biome selector interface where you can choose the blocks you want and the quantity. You can also search blocks. This will greatly benefit everyone, especially new players. [link] [comments] | ||
With 1.17 can we please get concrete/terracotta stairs, slabs and walls Posted: 16 Mar 2021 01:22 PM PDT This would greatly improve Minecraft in my opinion. I tend to build a lot of things out of concrete and terracotta and it would be amazing if I had the additional blocks to build with. It still blows my mind that these blocks haven't been added to the game! They could even add buttons and pressure plates! Being able to craft stairs, slabs and walls makes a lot more since than crafting 1 stone for 1 button. Please show some love for concrete/terracotta [link] [comments] | ||
Posted: 16 Mar 2021 08:50 AM PDT With the Nether update bringing in a new music disk, I was thinking something similar could come to the overworld, a new music disk for each biome. The music disks would all be unique. They would be semi-based of real life types of music from other parts of the world. Where would you find these disks? Simple really, structure in their respective biomes. For example, you might find the desert disk(oasis), in desert temples. I think these new music disks would provide a new exploration trophy and add more music/ambience to the game. [link] [comments] | ||
Can minecarts be updated in 1.17? Posted: 15 Mar 2021 09:59 PM PDT Hey there, slightly new to posting on reddit, hope I'm doin this right. Anyway with the upcoming caves and cliffs update I thought I would throw my 2 cents in and say an update to mine carts could be really neat? Im one of the few that love the furnace minecarts ability to push things around and it makes me think with new opportunities for new mining adventures, having minecarts be a little more user friendly beyond carrying a player could help the feel of it all. I cant say i have many suggestions myself but I'd love to hear what other people think are possible additions or changes to minecarts that could be enjoyable. I'd like to be able to see the fill up with coal or iron similar to filling up a composter. Then i could make a strip mine hub and deposit the ores in the carts and send them up to the surface somehow. :) [link] [comments] | ||
New end biome: Crystal deserts | Part 3: Mobs Posted: 16 Mar 2021 08:46 AM PDT This biome would come with several new features including new blocks, mobs, items and more! for this part we will focus on: MobsCrystal Scuttlers Hit-points: 8 (4 hearts) Armor points: 5 (2.5 bars) Behavior: Passive Size: 0.3 blocks tall and 0.6 blocks wide Spawn: Crystal deserts and rarely near endsand patches on the main end and outer end islands Drops: 1-2 purpur crystal shards These crustacean desert dewellers scuttle about the end sand seas with their light purple and dark grey exoskeleton, pale purple eyes and Purple crystal growths They can be bred with spine pears and will break and eat placed ones as well They scuttle about in groups (casts)of 4-12 and try their best to stay with one another They can also climb up end sand, crystalized end sand, purpur crystal blocks and prick cacti and are not hurt by prick cacti Scuttlers will avoid large nuetral or hostile mobs like zombies, endermen, spiders and the player they will occasionally contest other scuttlers in their cast by sizing each other and attempting to intimidate each other when both scuttlers have the same health they have a 50/50 chance of either winning but if one has more health the higher health one will win 75% of the time, all the time if they have double the health of the lower health scuttler. they are hunted by endermen and.... Forgotten Spiders Hit-points: 24 (12 hearts) Armor points: none Behavior: Neutral Attack strength: Easy- 4 (2 hearts) Size: 1.2 blocks tall and 1.7 blocks wide Spawn: end outer islands, crystal deserts and uncommonly in end cities drops: 1-4 string 1/6 chance to drop an ancient spider eye Although they are not native to places with end sand they spawn most often in crystal deserts as their favorite prey are crystal scuttlers they are hostile towards shulkers and crystal scuttlers and will chase them on sight with their dark purple and pale yellow exoskeleton and cyan eyes they have weakening venom in their fangs and are much more deadly than regular spiders and ironically more peaceful as they only attack the player if provoked they can jump long but not high distances to chase scuttlers and are resistant to fall damage only taking 60% less fall damage to nullify the shulkers main attacks they can be led with scuttler legs Endt his is the end of the post I hope you liked my suggestion I am free to criticism so leave your thoughts in the comments! Link to part 4 (when I make it): [link] [comments] | ||
Charred Dripleaf (with concept texture) Posted: 16 Mar 2021 12:21 PM PDT
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Posted: 16 Mar 2021 03:22 PM PDT BehaviorA void potion is not a specific type of potion (like potion of regeneration, for example). Instead, it is a modifier to potions (like splash or lingering). So, one could have a void potion of swiftness or a void potion of slow falling. It can be made on every type of potion that has a duration (so, void potions of regeneration can exist, but void potions of healing can't). Void potions are very endgame items which can be useful in some situations in survival. It would also be cool for maps and PvP too. What a void potion does is pretty simple: it exchanges the time of the potion with a condition. The condition is taking damage. So, instead of lasting for 3 minutes, a void potion lasts until you take any damage at all. CraftingYou can brew a void potion by adding a Liquid Void to a potion. Liquid void is obtained by going into the void (the part where you start taking damage) with an empty bottle in your hand, more or less like it's done with dragon's breath. That allows you to collect Liquid Void. The only way to do this in survival is to go into the End, grab an Elytra, fly into the void, bottle it and fly out of the void quick enough so you don't die. It can be tricky to do it, but it can be worth it. Maybe, for balance reasons, some specific void potions should be impossible to craft (void invisibility potion would probably be broken OP). [link] [comments] | ||
Posted: 16 Mar 2021 03:09 PM PDT Copper's oxidation mechanic is incredibly unique to minecraft, but it is limited to just a few blocks. My suggestion is a list of possible additions. Please suggest more in the comments. Copper Nuggets. While not useful at first glance, these would allow the introduction of both copper lanterns and chains, which would look very nice. Iron Variants. Copper versions of bars, chains, lanterns, doors, trapdoors, etc would fit quite nicely, and if they oxidize, allow much more detail with the coppet blocks. The doors and trapdoors might delay their opening based on oxidation. Copper Grates. These might replace bars or trapdoors, but a block that lets water through but is solid. A method for deoxidation. Perhaps smelting weathered copper items to reduce or remove their level of oxidation. We have waxing to prevent increased oxidation, but no way to reduce it. Finally, make lightning rods oxidize. Its weird that they dont. [link] [comments] | ||
Posted: 16 Mar 2021 01:20 PM PDT Tridents are really rare in Minecraft, in fact the rarest weapon ever. They are the only weapon that cannot be crafted, as well as the only weapon that doesn't naturally generate in any loot chests from any generated structures. You can only obtain tridents from killing lots of drowned. In fact, getting a trident is way harder than what most people think. A drowned has a 6.25% chance of even holding one trident, and has an 8.5% chance to drop it. Even in Looting III, the percentage increase isn't much, as it only brings the percentage up to 11.5%. Also keep in mind that the trident dropped will have random durability, and that tridents can only be repaired with Mending or combining with another trident. Most likely the dropped trident will be at poor to moderate durability. Rather than just making the trident more common, I just think tridents need an increase in their durability. Considering most players will get a trident after they get diamonds, the trident should have the same durability as that of a diamond sword. Thoughts? [link] [comments] | ||
Replacing the phantoms with a unique ground mob Posted: 16 Mar 2021 02:52 PM PDT So I was thinking about how unique the endermen are mechanically compared to almost every other mob and I thought about making a new mob in the same vein. So basically instead of having the flying phantoms as we know it I thought of having a single mob that has the chance to appear after 3 nights of no sleep. Every night increases the chance of it appearing but it is still rare. Basically it is a mob that will stand far away from the player and appears at night when the player hasn't slept. It will be hard to notice but will only attack if you don't stare directly at it for a few seconds when it appears in your vision. If you succeed to stare at it it will wander away into the night. Failure to stare directly at it will make it run quickly to you and attack. Every time it does damage to you it will move back and pull you towards it, like it is dragging you towards the night and the other monsters. [link] [comments] |
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